Add unit tests for global-struct initialization in Metal.
Previously, we had no unit test coverage for the Metal `struct Globals` object. This CL adds simple tests for numeric globals and samplers. Change-Id: I259c3cf416d5a1a03b1f815cc4c03891d60cbd08 Bug: skia:10382 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/300616 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
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@ -9,7 +9,7 @@
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#include "tests/Test.h"
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static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings,
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static void test(skiatest::Reporter* r, const SkSL::Program::Settings& settings, const char* src,
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const char* expected, SkSL::Program::Inputs* inputs,
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SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Compiler compiler;
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@ -32,18 +32,17 @@ static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Se
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}
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}
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static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps,
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static void test(skiatest::Reporter* r, const GrShaderCaps& caps, const char* src,
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const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
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SkSL::Program::Settings settings;
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settings.fCaps = ∩︀
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SkSL::Program::Inputs inputs;
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test(r, src, settings, expected, &inputs, kind);
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test(r, settings, src, expected, &inputs, kind);
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}
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DEF_TEST(SkSLMetalHelloWorld, r) {
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test(r,
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test(r, *SkSL::ShaderCapsFactory::Default(),
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"void main() { sk_FragColor = half4(0.75); }",
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*SkSL::ShaderCapsFactory::Default(),
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"#include <metal_stdlib>\n"
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"#include <simd/simd.h>\n"
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"using namespace metal;\n"
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@ -61,15 +60,15 @@ DEF_TEST(SkSLMetalHelloWorld, r) {
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}
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DEF_TEST(SkSLMetal2x2MatrixCopyFromFloat2x2, r) {
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test(r, R"__SkSL__(
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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void main() {
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float2x2 m1 = float2x2(float2(1, 2), float2(3, 4));
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float2x2 m2 = m1;
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float2x2 m3 = float2x2(m1);
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sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0]));
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})__SkSL__",
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*SkSL::ShaderCapsFactory::Default(),
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R"__MSL__(#include <metal_stdlib>
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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@ -87,14 +86,14 @@ fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front
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}
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DEF_TEST(SkSLMetal2x2MatrixCopyFromConstantPropagatedFloat4, r) {
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test(r, R"__SkSL__(
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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void main() {
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float2x2 m1 = float2x2(float4(1, 2, 3, 4));
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float2x2 m2 = m1;
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float2x2 m3 = float2x2(m1);
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sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0]));
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})__SkSL__",
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*SkSL::ShaderCapsFactory::Default(),
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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@ -116,7 +115,8 @@ fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front
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}
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DEF_TEST(SkSLMetalMatrices, r) {
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test(r, R"__SkSL__(
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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void main() {
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float2x2 m1 = float2x2(float4(1, 2, 3, 4));
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float2x2 m2 = float2x2(float4(0));
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@ -132,7 +132,6 @@ void main() {
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sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0] + m4[0][0] + m5[0][0] +
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m6[0][0] + m7[0][0] + m8[0][0] + m9[0][0] + m10[0][0] + m11[0][0]));
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})__SkSL__",
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*SkSL::ShaderCapsFactory::Default(),
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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@ -161,11 +160,10 @@ fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front
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}
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DEF_TEST(SkSLMetalConstantSwizzle, r) {
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test(r,
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test(r, *SkSL::ShaderCapsFactory::Default(),
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"void main() {"
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"sk_FragColor = half4(0.5).rgb1;"
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"}",
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*SkSL::ShaderCapsFactory::Default(),
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"#include <metal_stdlib>\n"
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"#include <simd/simd.h>\n"
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"using namespace metal;\n"
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@ -181,3 +179,81 @@ DEF_TEST(SkSLMetalConstantSwizzle, r) {
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" return *_out;\n"
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"}\n");
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}
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DEF_TEST(SkSLMetalNumericGlobals, r) {
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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half attr1;
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int attr2 = 123;
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float attr3;
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half4 attr4 = half4(4, 5, 6, 7);
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void main()
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{
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sk_FragColor = half4(attr1, attr2, half(attr3), attr4.x);
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}
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)__SkSL__",
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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struct Globals {
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float attr1;
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int attr2;
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float attr3;
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float4 attr4;
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};
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Globals globalStruct{{}, 123, {}, float4(4.0, 5.0, 6.0, 7.0)};
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thread Globals* _globals = &globalStruct;
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(void)_globals;
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor = float4(_globals->attr1, float(_globals->attr2), _globals->attr3, _globals->attr4.x);
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return *_out;
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}
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)__MSL__");
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}
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DEF_TEST(SkSLMetalSamplerGlobals, r) {
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test(r, *SkSL::ShaderCapsFactory::Default(),
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R"__SkSL__(
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layout(binding=1) uniform sampler2D texA;
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layout(binding=0) uniform sampler2D texB;
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void main()
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{
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sk_FragColor = sample(texA, half2(0)) * sample(texB, half2(0));
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}
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)__SkSL__",
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R"__MSL__(#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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struct Globals {
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texture2d<float> texA;
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sampler texASmplr;
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texture2d<float> texB;
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sampler texBSmplr;
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};
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<float> texA[[texture(1)]], sampler texASmplr[[sampler(1)]], texture2d<float> texB[[texture(0)]], sampler texBSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Globals globalStruct{texA, texASmplr, texB, texBSmplr};
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thread Globals* _globals = &globalStruct;
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(void)_globals;
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Outputs _outputStruct;
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thread Outputs* _out = &_outputStruct;
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_out->sk_FragColor = _globals->texA.sample(_globals->texASmplr, float2(0.0)) * _globals->texB.sample(_globals->texBSmplr, float2(0.0));
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return *_out;
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}
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)__MSL__");
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}
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